PhysX for DarkBASIC Professional

Dark Physics Features

Torn Cloth

Dark Physics is 100% royalty free to use in all commercial games

Dark Physics brings a staggering amount of features to your DarkBASIC Professional / Dark GDK games. It has an extensive set of commands covering areas such as cloth, particles, fluid, rigid bodies and vehicles. Each command set is backed up with a collection of tutorials, demonstration programs and detailed background information. Included are 115 example programs for you to pull apart and learn from, all fully documented.

The Dark Physics command set can be broken down into the following main areas:

Cloth

Being able to create realistic cloth is now possible with Dark Physics. With a few simple commands you can have banners, flags, capes and items of clothing set up. Cloth can wave around in the wind, be attached to other objects, interact with its surroundings and even tear apart.

Particles

The particle system available in Dark Physics offers a wide range of features for creating numerous effects such as dense smoke, fog, fire, rain, snow, gas clouds and more. As each and every particle is simulated by the physics it means that you can have particles colliding with each other and other objects around them for creating all kinds of spectacular effects. Particles can also be harnessed for use in explosions that cause dust and collateral debris.

Vehicles

Have you ever wanted to create a racing game? Well now you can by utilising Dark Physics. A set of commands exist for taking vehicle models and setting them up in the simulation. It has a great deal of flexibility that allows for the creation of all kinds of scenarios such as driving simulations and racing games. It won't be too long before you can be driving around a terrain performing power slides and skids, or perhaps you fancy driving round a race course at high speed, or maybe you want to create a stunt circuit and have vehicles that drive up ramps and have to go through obstacles. All these possibilities are available to you by using Dark Physics.

A wide range of properties exist for vehicles to create all kinds of effects. Being able to set front, rear or 4 wheel drive is handled with a few simple commands. Automatic and manual driving can be set up along with all kinds of gears, control over steering and how the vehicle handles and of course how much power the engine has!

Rigid Bodies

Rigid bodies form the core of Dark Physics. They are used as ways of representing your objects in the world. For example, you may have a level and want to have it represented as a static rigid body mesh or you may have a collection of crates and have them set up as rigid body boxes. Whichever option you choose rigid bodies will ultimately form the core of your game. They can be used in all manner of ways. Imagine being able to create characters with complex, jointed geometries for more life like motion and interaction, being able to interact with all of the world and have destructible structures such as bridges and much more. The possibilities are only limited by your imagination.

The command set for rigid bodies brings a wide range of features to Dark Physics including:

  • Ability to represent your game objects and levels in a wide variety of ways
  • Adjustable properties of objects such as mass, velocity, friction
  • Fast, efficient collision detection, being able to load a level and have instant collision is possible with a few simple lines of code
  • In-built commands to handle character movement, the ability to walk around a level and interacting with it has never been easier
  • Complete interaction with all objects in the world, objects can hit each other and bounce off for all kinds of effects, imagine being able to drop objects into a scene and watch them interact with a few simple lines of code
  • Ability to create complex, destructible structures such as bridges
  • Specific commands for creating complex structures and machinery, being able to create anything from a simple door to a machine with many moving parts is now possible, these commands cover areas such as sphere, revolute, prismatic, cylindrical, fixed, distance, point in plane, point on line and pulley joints and even 6 degrees of freedom joint for even more flexibility
  • You can find out information about collision that have taken place and perform specific collision tests
  • The trigger commands are ideal for events in your game, being able to create behaviours such as doors opening when a player approaches couldn't be easier
  • Creating buoyancy effects is possible with a few simple command calls

Fluid

Hardware driven fluid effects provide an unprecedented level of realism for the simulation of liquids and gases. With fluids, you can create jars full of liquid that break and spill, or oil dripping from a leaky car engine onto a road. The fluid is designed to be fully integrated with the physics environment. It will collide and interact with other objects in a physically realistic manner.

Dynamic Fluids
Please note that the Dark GDK version of this program does not contain all of the example programs. Instead it contains a small subset. However, all of the functionality is still included.
Dark Physics Atari forever :)

© Copyright 2006 The Game Creators Ltd. All Rights Reserved.
PhysX and associated imagery are trade marks of Aegia Technologies Inc, used with permission.